How to prevent object from snapping back after transform
I have a character model with a weapon. The weapon is parented to the character's right hand so that it moves with the hand.
When I position the weapon in the hand in scene view, then open the model in the pose editor, the weapon snaps back to its previous position. Since UMotion locks the model, I can't manually reposition it and then save the project.
Is there any way to prevent this from happening? Or do I have to position the weapon first and then make a whole new project (which would also necessitate creating a new project every time I want to adjust the weapon's position)?
Hi,
thank you very much for your support request. UMotion stores the pose your character had when it was first assigned to the UMotion Pose Editor as "Reference Pose". So if you change something outside of UMotion and you want your reference pose to be updated accordingly, do the following:
- Open "Config Mode" in the pose editor
- Under "Configuration / Reference Pose" click on "Apply Scene Pose".
- If you are happy with the modifications, click on "Save Reference Pose". You can now go back to the "Pose Mode".

Please let me know in case you have any follow-up questions.
Best regards,
Peter
Console Noise
I'm getting a lot of exceptions in the console from UMotion. They're mostly NullReferenceExceptions, with some others like:
"Assertion failed on expression: '!(o->TestHideFlag(Object::kDontSaveInEditor) && (options & kAllowDontSaveObjectsToBePersistent) == 0)'"
The stack traces are garbage ("ΊΊΉΉΊΊΉΊ"), so I have no idea what the cause would be.
Assigning wrong characters to UMotion projects in combination with trying to undo the resulting modifications is an example where a project can get messed up quite quickly. Another example is making huge hierarchical changes to the character in Unity's scene view, then reapplying the modified character to the UMotion project (and again mess with undoing those changes etc). So please be careful with these situations.
Make sure to use one UMotion project for each of your characters. Also make sure to use GIT and/or the auto backup feature so you can always roll back in case something bad happens.
In case you have a reproducible problem, please feel free to open another bug report.
Best regards,
Peter
Can't select bone or handle in Scene View [Unity 6.5]

When I set it to target a Game Object, I run into an issue where certain Bones or Handles cannot be selected in the Scene View.
One unusual detail is that, when a Game Object was set, I remember that the corresponding Game Object in the Hierarchy would change to the UMotion icon and be converted to [UMotion Locked]. However, in Unity 6.5, it was simply being deactivated instead.
I suspect this behavior might be related to the fact that I cannot select the Bone or Handle.
Crashes when using UMotion with VFX Graph assets
Hi there,
I encountered multiple crashes while working with UMotion and I suspect it might be related to how it interacts with VFX Graph assets.
I’m using this package for a sword effect
https://assetstore.unity.com/packages/vfx/particles/vfx-graph-weapon-effects-vol-1-206237
The sword GameObject (which contains a VFX Graph) is initially disabled in the hierarchy.
The crashes seem to occur more frequently when both the Pose Editor and the Clip Editor windows are open in UMotion. I noticed that once I removed the VFX asset from the hierarchy, the crashes stopped occurring.
This makes me think there may be some kind of conflict between UMotion’s editor updates and Unity’s VFX system.
Here is one of the stack traces from a crash:
========== OUTPUTTING STACK TRACE ==================
0x00007FFE31E215BC (Unity) MemoryProfilerStats::UnregisterObject
0x00007FFE31E21886 (Unity) profiler_unregister_object
0x00007FFE31A0C5F8 (Unity) delete_object_internal_step1
0x00007FFE31A08EF9 (Unity) DestroySingleObject
0x00007FFE32BBA4E0 (Unity) VFXParticleSystemBatchData::~VFXParticleSystemBatchData
0x00007FFE32BBAD74 (Unity) VFXParticleSystemBatchData::`vector deleting destructor'
0x00007FFE32BD2A42 (Unity) VFXBatch::~VFXBatch
0x00007FFE32BD4818 (Unity) VFXBatchPool::Destruct
0x00007FFE32BCC84A (Unity) VFXBatchedEffect::CleanupEmptyBatches
0x00007FFE32BF02CB (Unity) VFXManager::Update
0x00007FFE32BE6A31 (Unity) `VFXManager::InitializeClass'::`2'::PostLateUpdateVFXUpdateRegistrator::Forward
0x00007FFE31DBBB37 (Unity) ExecutePlayerLoop
0x00007FFE31DBBCA7 (Unity) ExecutePlayerLoop
0x00007FFE31DC0D9F (Unity) PlayerLoop
0x00007FFE32EBBB1A (Unity) EditorPlayerLoop::Execute
0x00007FFE32ED29BA (Unity) PlayerLoopController::InternalUpdateScene
0x00007FFE32ED479D (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007FFE32ECE45C (Unity) Application::TickTimer
0x00007FFE334C6A26 (Unity) WindowsDropTargetImpl::DragUpdated
0x00007FFE334B6E80 (Unity) CDropTarget::DragOver
0x00007FFEECBAC006 (ole32) RevokeActiveObjectExt
0x00007FFEECBABE6C (ole32) RevokeActiveObjectExt
0x00007FFEECB6A01A (ole32) OleGetPackageClipboardOwner
0x00007FFEECB69F51 (ole32) OleGetPackageClipboardOwner
0x00007FFEECB6DAA0 (ole32) DoDragDrop
0x00007FFE334CAE27 (Unity) DragAndDrop::StartDelayedDrag
0x00007FFE334C6F4A (Unity) DragAndDrop::ApplyQueuedStartDrag
0x00007FFE334E63F1 (Unity) GUIView::OnInputEvent
0x00007FFE3345A18D (Unity) GUIView::ProcessInputEvent
0x00007FFE334E6E71 (Unity) GUIViewPlatform::ProcessEventMessages
0x00007FFE334E33CF (Unity) GUIViewPlatform::GUIViewWndProc
0x00007FFEED83EF5C (USER32) CallWindowProcW
0x00007FFEED83E684 (USER32) DispatchMessageW
0x00007FFE334A98C3 (Unity) MainMessageLoop
0x00007FFE334AF59C (Unity) UnityMain
0x00007FF701E92FBA (Unity) __scrt_common_main_seh
0x00007FFEED407374 (KERNEL32) BaseThreadInitThunk
0x00007FFEEE0BCC91 (ntdll) RtlUserThreadStart
Can we make FPS animations if I rig in blender?
Can I make full FPS Animations if I rig my arms in Unity? I just wanna make simple-ish animations but need IK from Umotion pro because blender feels so complicated.
Warning for animation event functions with AnimationEvent parameter
We get warnings as shown in the screenshots below. The Callback function exists, and looks like this:
public void Callback(AnimationEvent evt) { ... }
This is a standard Unity practice. After exporting, it does work, but if you could allow it to find functions with that pattern and accept them it would be great. Thanks.



Upper body rotation problem in animation
기존 애니메이션 클립에서 상체가 앞으로 기울어져 있어서, 정면을 향하도록 바로잡았습니다. 링크를 따라갔습니다.
하지만 첫 번째와 마지막 프레임에서만 상체가 똑바로 서 있고, 중간 부분에서는 상체가 옆으로 기울어져 있습니다. 이 문제를 최대한 빨리 해결하고 싶습니다.
Trying to work with my VRM models, but "Only avatars created by Unity's model importer are supported."
Reimporting the models as FBX is not an option in this case. I want to use UMotion to help me pose the VRM models and make simple animations.
Hi Amarillo,
thank you very much for your support request. Reimporting as FBX is only necessary for the creation of the animations. You don't necessarily have to use the fbx at runtime / in your game.
Best regards,
Peter
Syncing audio while animating in umotion
I want to do a very basic thing, which is, be able to animate in umotion while having audio feedback so I can accurately animate my humanoid character to the audio, is that even possible? and if so, how do I do it.
Dear Yuri,
thank you very much for your support request. You have two options:
1) If you know how to code, you could use the UMotion API to get the current playback position from UMotion and use that to sync your audio. Here is a link to the UMotion API: https://www.soxware.com/umotion-manual/UMotionAPI.html
2) Create a Unity Timeline sequence that contains just your audio file. Unity Timeline supports audio playback (but if I recall correctly, you need to enable it somewhere in the Timline's settings). Then use the "Sync" button in UMotion to synchronize playback between Untiy Timeline and UMotion.
I wrote a detailed guide about this approach a few years ago: https://support.soxware.com/communities/1/topics/1038-playing-audio-in-clip-editor#comment-1851
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho